SuperWonders
SuperWonders is a Windows PC recompilation of Super Mario Bros. Wonder with an in-game menu for video, audio, and controls.
- Type: PC port
- Game: Super Mario Bros. Wonder
- Runs on Windows
- By vfjoo888
- Latest release v0.1.0, 2026-11-09
- Source: https://github.com/vfjoo888/SuperWonders
README
SuperWonders — Super Mario Bros. Wonder PC Recompilation
I'm working on SuperWonders, an experimental Windows PC project that recompiles Super Mario Bros. Wonder (Nintendo Switch, version 1.0.0) for native execution on PC. I started from the DKB/TOTK recompilation framework and have been adapting its runtime and graphics support for Wonder. The Windows graphics backend uses Vulkan.
This repository contains source code and project documentation. It does not contain the game, a game dump, game assets, keys, firmware, or a compiled game.
What I've done
- I got a Windows build running and tested it by playing in the game's tutorial area and W1.
- I added an in-game menu opened with F1, organized into Video, Audio, and Controls sections.
- You can edit game language via the "Audio" section and under the tab "Game Languages". Only English, Italian, French and German are supported as of now.
- The Video section includes fullscreen and internal-resolution options. I checked the 720p and 1440p settings in the tutorial area and W1.
- The Audio section lets you adjust the game volume.
- The menu can be displayed in English, Italian, German, or French.
- The Controls section has Xbox/DualSense and Nintendo button-layout presets. The Windows runtime includes keyboard, XInput, and DualSense input support.
- You can remap the controls in the "Controls" section
- I prepared a separate Windows GUI Builder package. It will be distributed as a ZIP in GitHub Releases; it builds a local game output from ExeFS and RomFS folders supplied by the user.
Testing and compatibility
I have tested the project on a Windows PC with an NVIDIA GeForce RTX 5060 Ti. So far, I have played only in the tutorial area and all of world 1. I haven't noticed visible graphics glitches there, but I have not comprehensively tested the rest of the game, including later worlds, courses, cutscenes, and edge cases.
AMD and Intel graphics cards have not been tested, so I can't confirm compatibility with them. Other systems and GPUs may behave differently.
Minimum hardware (provisional)
I have not established a formally tested minimum yet. The current Windows build expects:
- CPU: a 64-bit x86 processor with AVX2 support.
- GPU: a graphics card and driver supporting Vulkan 1.3. The minimum amount of video memory has not been verified.
- System RAM: 16 GB as a practical baseline. 32 GB is recommended when building the project, especially with a higher worker count; lowering the worker count can reduce build memory use.
These are preliminary requirements inferred from the build and runtime, not a guarantee that every compatible-looking PC will run the game well. Testing is still limited to the hardware and game area described above.
Known problems
As of now, there aren't known glitches or bugs.
Future features
I'm planning to add support for ultrawide 21:9 and super-ultrawide 32:9 displays. A Linux port may be in the future of the project. As of now, no progress has been done.
I also want to investigate recording graphics pipeline states (PSOs) during gameplay and using that data to compile more shaders ahead of time. This could reduce stutter when revisiting content, but it may not cover shaders that only appear in areas or situations that have not yet been recorded. I still need to assess how to capture and share this data and whether tools such as SCS Killer can fit into the build workflow.
AI assistance
I used AI tools extensively to help write and revise the code, build scripts, and documentation. I directed the work and ran the builds and gameplay checks described above. AI-assisted code can still have bugs; the limited testing coverage is part of the project's current status.
Getting a local build
The Windows GUI Builder ZIP will be available from GitHub Releases. It asks for the user's extracted ExeFS and RomFS folders and uses local development tools to compile a runnable output. The ZIP does not include game files.
You must provide your own legally obtained game files. I don't provide instructions for obtaining game files, keys, or firmware. Do not share the generated game output, because it contains material from your own game dump.
Project layout
recomp/— AArch64 analysis and C++ code-generation tools.runtime/— native runtime, platform support, audio, input, and graphics implementation.runtime/src/nvn/— NVN-to-Vulkan graphics implementation.games/wonder/— Wonder-specific integration code.tools/— shader, packaging, and development utilities.docs/— technical notes, findings, and project history.
Credits and licensing
Project source is licensed under the MIT License in LICENSE. Third-party components and artwork are listed in THIRD_PARTY_NOTICES.md. The project's license covers only its own code; it grants no rights to Nintendo's game or trademarks. Super Mario Bros. Wonder and Nintendo Switch are trademarks of Nintendo. This is an unofficial fan project and is not affiliated with or endorsed by Nintendo.